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ZB4R4 ZClassroom videos by Michael Pavlovich

Hey guys! I'm the guy that bloated the ZClassroom vids for the R4 stuff. I wanted to make a thread where you could ask questions (that hopefully I'll have a good answer for), as well as point out any areas that were unclear. Or information that was just plain wrong, I'm far from perfect!

Or if you just want to rake me over the coals for saying "aaaaannnd" and "ummmmmm" too much. Sorry in advance for that!

I'll go ahead and post some pictures and links to get things started--

Great videos Michael, thanks. I've watched half of them, but zclassroom buffering is too slow to watch anymore. Might be my location , UK. But if you could have them mirrored somewhere else, that would be really great. As I'd love to watch them and have them to go back to as reference.

Let me know if that works better for you! My source videos are 1600x900, and the h264 .mp4 compression I use when I make my "at recording dimension" versions for home use is actually pretty small (40mb or so for 14 minutes of video at that size). If youtube isn't any better, maybe we can zip them up somewhere. I think I'd have to go back and re-edit some of the earlier ones though...I may have set the project source at 720p.

Zbrush 4r4 and coral painter

Hi Michael great intro to zbrush 4r4,only problem with it is i find that you work really quickly and it is a bit hard to follow.
I have question and i am not sure who to ask, so thought i would ask here since you appear to be a teacher of sorts, i am looking for a tut that uses zbrush and coral painter instead of photoshop? any ideas

Hmmm...off the top of my head the last time I saw ZBrush and Corel Painter used together was a demo that Andrew Jones did years ago. If I remember correctly though, it was a "free form 2.5D creation in ZBrush with a Corel Paintover", not a Zapplink or GoZ type situation.

I've never tried it personally, but you might be able to set the default program for opening .PSD files to Corel Painter (instead of Photoshop), so that when you leave ZBrush using Zapplink, it'll open the .PSD in Painter, then it's just a matter of saving your changes in painter after painting, then going back into ZBRush and accept changes. Not sure about GoZ though.

Hi Michael, I don't have any questions but just wanted to say thank you for such fantastic tutorials. They really help open up the mind to the new possibilities in ZBrush4R4. The Curve Insert Mesh Triparts is just so powerful!

Thanks for all your hard work, Michael! I couldn't have learned ZB without you.

Also, thanks for upping the volume level on the recently posted videos. I can hear you clearly now!

I wouldn't mind a new video showing how to adjust uv master unwrapped islands (I'm trying it with a tree with a few branches) so noisemaker could apply a vertical bark map that follows the bends of the branches.

It looks like noisemaker isn't the tool of choice for a mesh that doesn't have its uv map aligned the same way the texture map is aligned.

Or maybe how best to uv map a curve insert brush (Like a bandolier) which has multiple repeating items (like the bullets in the bandolier) that should have the same uv mapping. Maybe there's a way to uv map one, and replace them all with that one?

I use zbrush with external 3d applications like lightwave and poser and I need proper uv mapping on objects for those, but the curve insert brush doesn't retain uv mapping. Creating the curve insert brush geometry is easy.. uv mapping the resulting mesh though to something useful can be a daunting task.

(For instance, if I modelled a bandolier by hand, each end would have its own uv mapping, but each bullet holder section would have the same uv mapping, lined up on top of each other on the uv space, as would the bullets. (So for instance instead of seeing 50 bullet uv unwrapped islands, you would only see one on the uv template.)

Maybe you know of a trick that can project the same uv mapping on each of those replicated parts?

Thank you so much for such a comprehensive review of the new brush system! Great job as you have covered almost every aspect of the new ZBrush curve tools. I could not find much information about one particular topic though. What is the best way to edit "Multi Mesh Insert Brushes"?

Maybe, there was no need to go for a separate thread but I wanted to explore every possible way of converting existing brushes back to subtools? I hope there is some simple way to do it because recombining libraries without original tools files currently looks pretty hefty to me.

Thanks for the great tutorials Michael, they are a fantastic help.
One question I do have about the new topology tool, is that I don't see any way to tweek / move the points created by the topology brush. For me this, would be a very handy thing. Is it possible? Or can you send the topology created by the new topology brush to a Zsphere Subtool somehow. eg., like the Zsphere - SubTool > Rigging - Select mesh > Topology - Edit topology way, so points can be moved and still be snapped to the surface of the sculpt?.